Changed 'an unit' to 'a unit'

This commit is contained in:
jim4 2007-03-16 04:33:22 +00:00
parent 25927f45f7
commit cd09df73a8
31 changed files with 86 additions and 86 deletions

View file

@ -9,7 +9,7 @@
//
/**@name action_attack.cpp - The attack action. */
//
// (c) Copyright 1998-2005 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -90,7 +90,7 @@ void AnimateActionAttack(CUnit *unit)
**
** @warning The caller must check, if he likes the restored SavedOrder!
**
** @todo If an unit enters an building, than the attack choose an
** @todo If a unit enters an building, than the attack choose an
** other goal, perhaps it is better to wait for the goal?
**
** @param unit Unit using the goal.

View file

@ -9,7 +9,7 @@
//
/**@name action_move.cpp - The move action. */
//
// (c) Copyright 1998-2006 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -182,7 +182,7 @@ int DoActionMove(CUnit *unit)
/**
** Unit move action:
**
** Move to a place or to an unit (can move).
** Move to a place or to a unit (can move).
** Tries 10x to reach the target, note this are the complete tries.
** If the target entered another unit, move to it's position.
** If the target unit is destroyed, continue to move to it's last position.

View file

@ -9,7 +9,7 @@
//
/**@name action_unload.cpp - The unload action. */
//
// (c) Copyright 1998-2005 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -370,7 +370,7 @@ static void LeaveTransporter(CUnit *unit)
}
/**
** The transporter unloads an unit.
** The transporter unloads a unit.
**
** @param unit Pointer to unit.
*/

View file

@ -446,7 +446,7 @@ static void HandleBuffs(CUnit *unit, int amount)
}
/**
** Handle the action of an unit.
** Handle the action of a unit.
**
** @param unit Pointer to handled unit.
*/

View file

@ -9,7 +9,7 @@
//
/**@name command.cpp - Give units a command. */
//
// (c) Copyright 1998-2005 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -68,7 +68,7 @@ static void ReleaseOrder(COrder *order)
}
/**
** Release all orders of an unit.
** Release all orders of a unit.
**
** @param unit Pointer to unit.
*/
@ -497,7 +497,7 @@ void CommandAttackGround(CUnit *unit, int x, int y, int flush)
}
/**
** Let an unit patrol from current to new position
** Let a unit patrol from current to new position
**
** FIXME: want to support patroling between units.
**
@ -664,7 +664,7 @@ void CommandBuildBuilding(CUnit *unit, int x, int y,
}
/**
** Cancel the building construction, or kill an unit.
** Cancel the building construction, or kill a unit.
**
** @param unit pointer to unit.
*/
@ -764,7 +764,7 @@ void CommandReturnGoods(CUnit *unit, CUnit *goal, int flush)
}
/**
** Building starts training an unit.
** Building starts training a unit.
**
** @param unit pointer to unit.
** @param type unit type to train.
@ -808,7 +808,7 @@ void CommandTrainUnit(CUnit *unit, CUnitType *type, int flush)
}
/**
** Cancel the training of an unit.
** Cancel the training of a unit.
**
** @param unit pointer to unit.
** @param slot slot number to cancel.
@ -930,7 +930,7 @@ void CommandSpellCast(CUnit *unit, int x, int y, CUnit *dest,
// Unit::Refs is used as timeout counter.
//
if (dest->Destroyed) {
// FIXME: where check if spell needs an unit as destination?
// FIXME: where check if spell needs a unit as destination?
// FIXME: dest->Type is now set to 0. maybe we shouldn't bother.
order->X = dest->X /*+ dest->Type->TileWidth / 2*/ - order->Range;
order->Y = dest->Y /*+ dest->Type->TileHeight / 2*/ - order->Range;

View file

@ -97,11 +97,11 @@
**
** ::AiHelpMe()
**
** Called if an unit owned by the AI is attacked.
** Called if a unit owned by the AI is attacked.
**
** ::AiUnitKilled()
**
** Called if an unit owned by the AI is killed.
** Called if a unit owned by the AI is killed.
**
** ::AiNeedMoreSupply()
**
@ -110,7 +110,7 @@
**
** ::AiWorkComplete()
**
** Called if an unit has completed its work.
** Called if a unit has completed its work.
**
** ::AiCanNotBuild()
**
@ -742,7 +742,7 @@ void AiHelpMe(const CUnit *attacker, CUnit *defender)
}
/**
** Called if an unit is killed.
** Called if a unit is killed.
**
** @param unit Pointer to unit.
*/
@ -961,7 +961,7 @@ static void AiMoveUnitInTheWay(CUnit *unit)
}
/**
** Called if an unit can't move. Try to move unit in the way
** Called if a unit can't move. Try to move unit in the way
**
** @param unit Pointer to unit what builds the building.
*/
@ -1012,7 +1012,7 @@ void AiNeedMoreSupply(const CUnit *unit, const CUnitType *what)
}
/**
** Called if training of an unit is completed.
** Called if training of a unit is completed.
**
** @param unit Pointer to unit making.
** @param what Pointer to new ready trained unit.

View file

@ -9,7 +9,7 @@
//
/**@name ai_force.cpp - AI force functions. */
//
// (c) Copyright 2001-2005 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 2001-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by

View file

@ -9,7 +9,7 @@
//
/**@name ai_local.h - The local AI header file. */
//
// (c) Copyright 2000-2005 by Lutz Sammer and Antonis Chaniotis.
// (c) Copyright 2000-2007 by Lutz Sammer and Antonis Chaniotis.
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -225,7 +225,7 @@ public:
/**
** AI Helper.
**
** Contains informations needed for the AI. If the AI needs an unit or
** Contains informations needed for the AI. If the AI needs a unit or
** building or upgrade or spell, it could lookup in this tables to find
** where it could be trained or built.
*/

View file

@ -9,7 +9,7 @@
//
/**@name ai_resource.cpp - AI resource manager. */
//
// (c) Copyright 2000-2005 by Lutz Sammer and Antonis Chaniotis.
// (c) Copyright 2000-2007 by Lutz Sammer and Antonis Chaniotis.
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -165,7 +165,7 @@ static int AiCheckSupply(const PlayerAi *pai, const CUnitType *type)
}
/**
** Check if the costs for an unit-type are available for the AI.
** Check if the costs for a unit-type are available for the AI.
**
** Take reserve and already used resources into account.
**
@ -420,7 +420,7 @@ int AiCountUnitBuilders(CUnitType *type)
return 0;
}
//
// Check if we have a place for building or an unit to build.
// Check if we have a place for building or a unit to build.
//
if (type->Building) {
n = AiHelpers.Build.size();
@ -451,7 +451,7 @@ int AiCountUnitBuilders(CUnitType *type)
}
/**
** Check if we can make an unit-type.
** Check if we can make a unit-type.
**
** @param type Unit-type that must be made.
**
@ -480,7 +480,7 @@ static int AiMakeUnit(CUnitType *type)
type = UnitTypes[usableTypes[currentType]];
//
// Check if we have a place for building or an unit to build.
// Check if we have a place for building or a unit to build.
//
if (type->Building) {
n = AiHelpers.Build.size();
@ -853,7 +853,7 @@ static void AiCollectResources(void)
}
//
// We just moved an unit. Adjust priority & retry
// We just moved a unit. Adjust priority & retry
//
if (unit) {
// i got a new unit.
@ -1022,7 +1022,7 @@ static int AiRepairUnit(CUnit *unit)
}
/**
** Look through the units, if an unit must be repaired.
** Look through the units, if a unit must be repaired.
*/
static void AiCheckRepair(void)
{

View file

@ -9,7 +9,7 @@
//
/**@name script_ai.cpp - The AI ccl functions. */
//
// (c) Copyright 2000-2006 by Lutz Sammer, Ludovic Pollet,
// (c) Copyright 2000-2007 by Lutz Sammer, Ludovic Pollet,
// and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
@ -533,7 +533,7 @@ static int CclAiSet(lua_State *l)
}
/**
** Wait for an unit.
** Wait for a unit.
**
** @param l Lua State.
**

View file

@ -976,7 +976,7 @@ static void DrawMapCursor(void)
PopClipping();
} else {
//
// If there is an unit under the cursor, it's selection thing
// If there is a unit under the cursor, it's selection thing
// is drawn somewhere else (Check DrawUnitSelection.)
//
if (!UnitUnderCursor) {
@ -1894,7 +1894,7 @@ static void EditorCallbackMouse(int x, int y)
CursorOn = CursorOnMap;
//
// Look if there is an unit under the cursor.
// Look if there is a unit under the cursor.
// FIXME: use Viewport2MapX Viewport2MapY
//
UnitUnderCursor = UnitOnScreen(NULL,

View file

@ -9,7 +9,7 @@
//
/**@name actions.h - The actions headerfile. */
//
// (c) Copyright 1998-2006 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -64,7 +64,7 @@ extern unsigned SyncHash; /// Hash calculated to find sync failures
----------------------------------------------------------------------------*/
/**
** This functions gives an unit a new command. If the command is given
** This function gives a unit a new command. If the command is given
** by the user the function with Send prefix should be used.
*/
@ -182,7 +182,7 @@ extern int UnitShowAnimationScaled(CUnit *unit, const CAnimation *anim, int scal
extern int UnitShowAnimation(CUnit *unit, const CAnimation *anim);
/// Handle the actions of all units each game cycle
extern void UnitActions(void);
/// Unload an unit.
/// Unload a unit.
extern int UnloadUnit(CUnit *unit);
//@}

View file

@ -9,7 +9,7 @@
//
/**@name depend.h - The units dependencies headerfile. */
//
// (c) Copyright 2000-2004 by Vladi Belperchinov-Shabanski
// (c) Copyright 2000-2007 by Vladi Belperchinov-Shabanski
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -68,7 +68,7 @@
**
** DependRule::Type
**
** Type of the rule, DependRuleUnitType for an unit-type,
** Type of the rule, DependRuleUnitType for a unit-type,
** DependRuleUpgrade for an upgrade.
**
** DependRule::Kind
@ -94,7 +94,7 @@ class CPlayer;
class CUnitType;
enum {
DependRuleUnitType, /// Kind is an unit-type
DependRuleUnitType, /// Kind is a unit-type
};
/// Dependency rule

View file

@ -9,7 +9,7 @@
//
/**@name icons.h - The icons headerfile. */
//
// (c) Copyright 1998-2005 by Lutz Sammer
// (c) Copyright 1998-2007 by Lutz Sammer
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -113,7 +113,7 @@ public:
/// Draw icon
void DrawIcon(const CPlayer *player, int x, int y) const;
/// Draw icon of an unit
/// Draw icon of a unit
void DrawUnitIcon(const CPlayer *player, ButtonStyle *style,
unsigned flags, int x, int y, const std::string &text) const;

View file

@ -198,7 +198,7 @@
** This structure contains all information about a missile in game.
** A missile could have different effects, based on its missile-type.
** Missiles could be saved and stored with CCL. See (missile).
** Currently only a tile, an unit or a missile could be placed on the map.
** Currently only a tile, a unit or a missile could be placed on the map.
**
**
** The missile structure members:

View file

@ -351,13 +351,13 @@ public:
/// Add costs to the resources
void AddCosts(const int *costs);
/// Add costs for an unit-type to the resources
/// Add costs for a unit-type to the resources
void AddUnitType(const CUnitType *type);
/// Add a factor of costs to the resources
void AddCostsFactor(const int *costs, int factor);
/// Remove costs from the resources
void SubCosts(const int *costs);
/// Remove costs for an unit-type from the resources
/// Remove costs for a unit-type from the resources
void SubUnitType(const CUnitType *type);
/// Remove a factor of costs from the resources
void SubCostsFactor(const int *costs, int factor);

View file

@ -9,7 +9,7 @@
//
/**@name ui.h - The user interface header file. */
//
// (c) Copyright 1999-2006 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1999-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -142,7 +142,7 @@ public:
**
** CViewport::Unit
**
** Viewport is bound to an unit. If the unit moves the viewport
** Viewport is bound to a unit. If the unit moves the viewport
** changes the position together with the unit.
** @todo binding to a group.
*/

View file

@ -181,7 +181,7 @@ int CheckedCanMoveToMask(int x, int y, int mask)
}
/**
** Can an unit of unit-type be placed at this point.
** Can a unit of unit-type be placed at this point.
**
** @param type unit-type to be checked.
** @param x X map tile position.
@ -208,7 +208,7 @@ int UnitTypeCanBeAt(const CUnitType *type, int x, int y)
}
/**
** Can an unit be placed to this point.
** Can a unit be placed to this point.
**
** @param unit unit to be checked.
** @param x X map tile position.

View file

@ -9,7 +9,7 @@
//
/**@name minimap.cpp - The minimap. */
//
// (c) Copyright 1998-2006 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -438,7 +438,7 @@ void CMinimap::UpdateXY(int tx, int ty)
}
/**
** Draw an unit on the minimap.
** Draw a unit on the minimap.
*/
static void DrawUnitOn(CUnit *unit, int red_phase)
{

View file

@ -11,7 +11,7 @@
//
// I use breadth-first.
//
// (c) Copyright 1998-2006 by Lutz Sammer, Russell Smith
// (c) Copyright 1998-2007 by Lutz Sammer, Russell Smith
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -192,7 +192,7 @@ int UnitReachable(const CUnit *src, const CUnit *dst, int range)
/**
** Find new path.
**
** The destination could be an unit or a field.
** The destination could be a unit or a field.
** Range gives how far we must reach the goal.
**
** @note The destination could become negative coordinates!

View file

@ -9,7 +9,7 @@
//
/**@name sound.cpp - The sound. */
//
// (c) Copyright 1998-2005 by Lutz Sammer, Fabrice Rossi,
// (c) Copyright 1998-2007 by Lutz Sammer, Fabrice Rossi,
// and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
@ -277,7 +277,7 @@ static char CalculateStereo(const CUnit *unit)
}
/**
** Ask to the sound server to play a sound attached to an unit. The
** Ask to the sound server to play a sound attached to a unit. The
** sound server may discard the sound if needed (e.g., when the same
** unit is already speaking).
**
@ -303,7 +303,7 @@ void PlayUnitSound(const CUnit *unit, UnitVoiceGroup voice)
}
/**
** Ask to the sound server to play a sound attached to an unit. The
** Ask to the sound server to play a sound attached to a unit. The
** sound server may discard the sound if needed (e.g., when the same
** unit is already speaking).
**

View file

@ -585,7 +585,7 @@ void CPlayer::AddCosts(const int *costs)
}
/**
** Add the costs of an unit type to resources
** Add the costs of a unit type to resources
**
** @param type Type of unit.
*/

View file

@ -9,7 +9,7 @@
//
/**@name spells.cpp - The spell cast action. */
//
// (c) Copyright 1998-2006 by Vladi Belperchinov-Shabanski, Lutz Sammer,
// (c) Copyright 1998-2007 by Vladi Belperchinov-Shabanski, Lutz Sammer,
// Jimmy Salmon, and Joris DAUPHIN
//
// This program is free software; you can redistribute it and/or modify
@ -757,8 +757,8 @@ static Target *NewTargetPosition(int x, int y)
** @param caster Pointer to caster unit.
** @param spell Pointer to the spell to cast.
** @param target Pointer to target unit, or 0 if it is a position spell.
** @param x X position, or -1 if it is an unit spell.
** @param y Y position, or -1 if it is an unit spell.
** @param x X position, or -1 if it is a unit spell.
** @param y Y position, or -1 if it is a unit spell.
** @param condition Pointer to condition info.
**
** @return 1 if passed, 0 otherwise.
@ -771,7 +771,7 @@ static int PassCondition(const CUnit *caster, const SpellType *spell, const CUni
if (caster->Variable[MANA_INDEX].Value < spell->ManaCost) { // Check caster mana.
return 0;
}
if (spell->Target == TargetUnit) { // Casting an unit spell without a target.
if (spell->Target == TargetUnit) { // Casting a unit spell without a target.
if ((!target) || target->Destroyed || target->Orders[0]->Action == UnitActionDie) {
return 0;
}

View file

@ -9,7 +9,7 @@
//
/**@name mainscr.cpp - The main screen. */
//
// (c) Copyright 1998-2006 by Lutz Sammer, Valery Shchedrin, and
// (c) Copyright 1998-2007 by Lutz Sammer, Valery Shchedrin, and
// Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
@ -282,7 +282,7 @@ UStrInt GetComponent(const CUnit *unit, int index, EnumVariable e, int t)
}
/**
** Get unit from an unit depending of the relation.
** Get unit from a unit depending of the relation.
**
** @param unit unit reference.
** @param e relation with unit.

View file

@ -9,7 +9,7 @@
//
/**@name mouse.cpp - The mouse handling. */
//
// (c) Copyright 1998-2006 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -1393,7 +1393,7 @@ void UIHandleButtonDown(unsigned button)
// to redraw the cursor immediately (and avoid up to 1 sec delay
if (CursorBuilding) {
// Possible Selected[0] was removed from map
// need to make sure there is an unit to build
// need to make sure there is a unit to build
if (Selected[0] && (MouseButtons & LeftButton) &&
UI.MouseViewport->IsInsideMapArea(CursorX, CursorY)) {// enter select mode
int explored;

View file

@ -9,7 +9,7 @@
//
/**@name unit.cpp - The units. */
//
// (c) Copyright 1998-2005 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -135,7 +135,7 @@ void CUnit::RefsDecrease()
}
/**
** Release an unit.
** Release a unit.
**
** The unit is only released, if all references are dropped.
*/
@ -659,7 +659,7 @@ static void RemoveUnitFromContainer(CUnit *unit)
/**
** Affect Tile coord of an unit (with units inside) to tile (x, y).
** Affect Tile coord of a unit (with units inside) to tile (x, y).
**
** @param unit unit to move.
** @param x X map tile position.
@ -1051,7 +1051,7 @@ void UnitGoesUnderFog(CUnit *unit, const CPlayer *player)
//
// Icky yucky icky Seen.Destroyed trickery.
// We track for each player if he's seen the unit as destroyed.
// Remember, an unit is marked Destroyed when it's gone as in
// Remember, a unit is marked Destroyed when it's gone as in
// completely gone, the corpses vanishes. In that case the unit
// only survives since some players did NOT see the unit destroyed.
// Keeping trackof that is hard, mostly due to complex shared vision
@ -1071,7 +1071,7 @@ void UnitGoesUnderFog(CUnit *unit, const CPlayer *player)
}
/**
** This function should get called when an unit goes out of fog of war.
** This function should get called when a unit goes out of fog of war.
**
** @param unit The unit that goes out of fog.
** @param player The player the unit goes out of fog for.
@ -1172,8 +1172,8 @@ void UnitsOnTileUnmarkSeen(const CPlayer *player, int x, int y)
}
/**
** Recalculates an units visiblity count. This happens really often,
** Like every time an unit moves. It's really fast though, since we
** Recalculates a units visiblity count. This happens really often,
** Like every time a unit moves. It's really fast though, since we
** have per-tile counts.
**
** @param unit pointer to the unit to check if seen
@ -2244,7 +2244,7 @@ CUnit *CanBuildUnitType(const CUnit *unit, const CUnitType *type, int x, int y,
** Range is not circular, but square.
** Player is ignored if nil(search the entire map)
** Use rvresult if you search for a tile that doesn't
** match resmask. Like for a tile where an unit can go
** match resmask. Like for a tile where a unit can go
** with it's movement mask.
**
** @return True if wood was found.
@ -2746,7 +2746,7 @@ CUnit *UnitOnScreen(CUnit *ounit, int x, int y)
}
/**
** Let an unit die.
** Let a unit die.
**
** @param unit Unit to be destroyed.
*/
@ -3567,7 +3567,7 @@ void SaveOrder(const COrder *order, CFile *file)
}
/**
** Save the state of an unit to file.
** Save the state of a unit to file.
**
** @param unit Unit pointer to be saved.
** @param file Output file.

View file

@ -13,7 +13,7 @@
// Sort of trivial implementation, since most queries are on a single tile.
// Unit is just inserted in a double linked list for every tile it's on.
//
// (c) Copyright 2004-2006 by Crestez Leonard and Jimmy Salmon
// (c) Copyright 2004-2007 by Crestez Leonard and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -168,7 +168,7 @@ int UnitCacheSelect(int x1, int y1, int x2, int y2, CUnit **table)
int UnitCacheOnTile(int x, int y, CUnit **table)
{
//
// Unlike in UnitCacheSelect, there's no way an unit can show up twice,
// Unlike in UnitCacheSelect, there's no way a unit can show up twice,
// so there is no need for Cache Locks.
//
int n = 0;

View file

@ -116,7 +116,7 @@ const CViewport *CurrentViewport; /// FIXME: quick hack for split screen
// ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
/**
** Show selection marker around an unit.
** Show selection marker around a unit.
**
** @param unit Pointer to unit.
*/
@ -598,7 +598,7 @@ void DrawShadow(const CUnit *unit, const CUnitType *type, int frame,
}
/**
** Get the location of an unit's order.
** Get the location of a unit's order.
**
** @param unit Pointer to unit.
** @param order Pointer to order.
@ -762,7 +762,7 @@ static void ShowSingleOrder(const CUnit *unit, int x1, int y1, const COrder *ord
}
/**
** Show the current order of an unit.
** Show the current order of a unit.
**
** @param unit Pointer to the unit.
*/
@ -803,7 +803,7 @@ void ShowOrder(const CUnit *unit)
}
/**
** Draw additional informations of an unit.
** Draw additional informations of a unit.
**
** @param unit Unit pointer of drawn unit.
** @param type Unit-type pointer.

View file

@ -9,7 +9,7 @@
//
/**@name unit_find.cpp - The find/select for units. */
//
// (c) Copyright 1998-2005 by Lutz Sammer and Jimmy Salmon
// (c) Copyright 1998-2007 by Lutz Sammer and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -81,7 +81,7 @@
** @param y Map Y tile position.
** @param type UnitType::UnitType, naval,fly,land.
**
** @return Unit, if an unit of correct type is on the field.
** @return Unit, if a unit of correct type is on the field.
*/
CUnit *UnitCacheOnXY(int x, int y, unsigned type)
{

View file

@ -214,7 +214,7 @@ CAnimations *AnimationsByIdent(const std::string &ident)
}
/**
** Save state of an unit-stats to file.
** Save state of a unit-stats to file.
**
** @param stats Unit-stats to save.
** @param ident Unit-type ident.

View file

@ -9,7 +9,7 @@
//
/**@name upgrade.cpp - The upgrade/allow functions. */
//
// (c) Copyright 1999-2005 by Vladi Belperchinov-Shabanski and Jimmy Salmon
// (c) Copyright 1999-2007 by Vladi Belperchinov-Shabanski and Jimmy Salmon
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
@ -213,7 +213,7 @@ int UnitTypeIdByIdent(const std::string &ident)
// all the following functions are just map handlers, no specific notes
/**
** Change allow for an unit-type.
** Change allow for a unit-type.
**
** @param player Player to change
** @param id unit type id